I have several ideas for each weaponskill on the hammer, and I think implementing any of them would make the hammer feel more responsive, rewarding, and satisfying to use.
Backbreaker could cleave, have a shorter cooldown (15-20s), do more damage, or apply the weakness/cripple from the 2 skill. I think implementing any one or two ideas from that list would make it a fantastic skill. I don’t advocate lowering the cast time, I think that that makes for a very flashy skill that is both satisfying to land and interesting to play against. It’s clearly telegraphed as a dangerous skill, so the warrior should be rewarded for landing it and the enemy should be rewarded for avoiding it. Personally, due to the largely AoE nature of the hammer, I’m inclined to prefer a cleaving backbreaker as a change, for more AoE control.
Staggering Blow could have a shorter cast time, be used on the move, have a longer knockback, or have a lower cooldown. I think this skill could benefit greatly in a spec designed to cause havoc among multiple enemies, especially in WvW. You would run directly at the enemies like a maniac, swinging your hammer around you, knocking people around like ragdolls. I don’t like the idea of increasing the damage, I like the idea of hammer being something similar to the Rampage elite – rather than being directly powerful, you focus on causing chaos on the battlefield. Being mobile while casting would aid this skill greatly and would be much more fun to use, even if the cast time stayed the same.
I don’t have many suggestions for skill 3 – I think it’s a boring skill that attempts to counter the weakness of the melee nature of the kit. Besides the F1 skill, there aren’t any easy ways to close the distance with your enemy, and the cripple does fit into the AoE control theme of the weapon rather nicely.
For hammer 2, I strongly advocate reworking this skill, perhaps replacing it entirely. What I suggest is working the weakness of this skill into Backbreaker, which would simultaneously free up a new interesting skill slot while making Backbreaker a more valuable skill, especially in comparison to OH mace’s Tremor. I honestly don’t think there is space on a kit for two attacks that pretty much only deal one condition with no secondary effects such as cc or high damage. Therefore, my suggestion is to replace the 2 skill with yet another control attack.
Hammer in GW1 had a skill called Belly Smash, which was a followup attack. If it hit a knocked-down enemy, all nearby foes were blinded by the dust cloud. If the enemy was not knocked-down, it failed. So, my suggestion for the new attack would be this:
Belly Smash
(XX Damage)
(1/2 second cast)
This skill does x% more damage to knocked down and stunned foes. If this skill hits a foe who is knocked down or stunned, all nearby foes are blinded.
This skill would make for a fantastic followup to backbreaker and the F1 adrenal skill. It stays true to the AoE nature of the weapon, would be a unique, satisfying mechanic that isn’t just “this attack applies damage and a condition.” It also provides counterplay. As a combination attack, it punishes enemies who get hit and stay on the ground, but enemies who dodge the CC and enemies who stunbreak will be safe from the followup attack and the blind. Despite being a combination attack, it would also function decently on its own, as a quick damaging attack.
I believe the autoattack is fine, although I think the chain could cause some kind of condition or blast finisher. Most autoattacks provide some form of utility, either through finishers or conditions. Hammer is an exception, and it could apply weakness or cause blast finishers to make the autoattack more interesting. However, the autoattack is of much less concern to me than the rest of the kit.
In the end, this is the kind of synergy and thought process that I believe makes certain kits fun and other kits stagnant. You can apply this thought process to any other kit, too: Does the kit have synergy with itself, do the skills make sense? Is it balanced compared to other options the class has, and options other classes have? Does it have and follow a theme? Is it fun to play? And is it fun to play against? I asked myself all these questions and that led me to believe that the current 2 and 4 skills are of questionable use and the 5 skill of hammer does not feel especially rewarding to land. Hammer 5 is also outclassed by some other CC abilities such as Tremor, and does not stay true to the AoE nature of the rest of the kit. Finally, the 2 and 3 skills do not do much and are boring to use, due to having singular mechanics that do not synergize well. The suggestions I made would solve all of the problems I mentioned.
(edited by Aegael.6938)